﻿using System;
using System.Collections.Generic;

using System.Text;
using RebellionII.GameObjects.Units;
using Microsoft.Xna.Framework.Content;

namespace RebellionII.GameObjects.Units
{
    public class CapitalShip : BaseUnit
    {
        public string sModelName { get; set; }

        public int iDetectionRating { get; set; }
        public int iHullStrength { get; set; }
        public int iDamageControl { get; set; }
        public int iMaxShieldStrength { get; set; }

        public int iShieldRechargeRate { get; set; }
        public int iHyperdriveSpeed { get; set; }
        public int iSublightSpeed { get; set; }
        public int iManeuverability { get; set; }
        public int iTroopCapacity { get; set; }
        public int iFighterCapacity { get; set; }
        public int iTLAtt { get; set; }
        public int iTLRange { get; set; }
        public int iIonAtt { get; set; }
        public int iIonRange { get; set; }
        public int iLaserAtt { get; set; }
        public int iLaserRange { get; set; }
        public int iTractorBeamPower { get; set; }
        public int iTractorBeamRange { get; set; }
        public int iWeaponRecharge { get; set; }
        public int iBombardment { get; set; }
        public bool bGravityWellShip { get; set; }



        public CapitalShip(int detection, int hull, int damage, int shieldstrength,
            int shieldrecharge, int hyperdrive, int sublight, int maneuverab, int troop,
            int fighter, int tlAtt, int tlRa, int ioAtt, int ioRa, int laAtt, int laRa,
            int tractorPower, int tractorRa, int weaponRecharge, int bombard, bool gravity)
        {
            iDetectionRating = detection;
            iHullStrength = hull;
            iDamageControl = damage;
            iMaxShieldStrength = shieldstrength;
            iShieldRechargeRate = shieldrecharge;
            iHyperdriveSpeed = hyperdrive;
            iSublightSpeed = sublight;
            iManeuverability = maneuverab;
            iTroopCapacity = troop;
            iFighterCapacity = fighter;
            iTLAtt = tlAtt;
            iTLRange = tlRa;
            iIonAtt = ioAtt;
            iIonRange = ioRa;
            iLaserAtt = laAtt;
            iLaserRange = laRa;
            iTractorBeamPower = tractorPower;
            iTractorBeamRange = tractorRa;
            iWeaponRecharge = weaponRecharge;
            iBombardment = bombard;
            bGravityWellShip = gravity;
        }



        public CapitalShip(bool yes)
        {
            iDetectionRating = 50;
            iHullStrength = 50;
            iDamageControl = 50;
            iMaxShieldStrength = 50;
            iShieldRechargeRate = 50;
            iHyperdriveSpeed = 50;
            iSublightSpeed = 50;
            iManeuverability = 50;
            iTroopCapacity = 0;
            iFighterCapacity = 0;
            iTLAtt = 100;
            iTLRange = 100;
            iIonAtt = 100;
            iIonRange = 100;
            iLaserAtt = 100;
            iLaserRange = 100;
            iTractorBeamPower = 200;
            iTractorBeamRange = 50;
            iWeaponRecharge = 200;
            iBombardment = 10;
            bGravityWellShip = false;
            sName = "default";
            sTextureName = "default";
            sModelName = "default";

            iConstructionCost = 10;
            iMaintenanceCost = 10;

        }

        public CapitalShip()
        {

        }

      
    }
}
